Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.

Also inlined some more math functions.
This commit is contained in:
Ferenc Arn
2017-01-14 14:35:39 -06:00
parent d13f2f9e25
commit 6f4f9aa6de
50 changed files with 543 additions and 615 deletions

View File

@@ -30,7 +30,7 @@
#include "print_string.h"
float Rect3::get_area() const {
real_t Rect3::get_area() const {
return size.x*size.y*size.z;
@@ -114,8 +114,8 @@ bool Rect3::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3*
Vector3 c1, c2;
Vector3 end = pos+size;
float near=-1e20;
float far=1e20;
real_t near=-1e20;
real_t far=1e20;
int axis=0;
for (int i=0;i<3;i++){
@@ -159,7 +159,7 @@ bool Rect3::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector
real_t min=0,max=1;
int axis=0;
float sign=0;
real_t sign=0;
for(int i=0;i<3;i++) {
real_t seg_from=p_from[i];
@@ -167,7 +167,7 @@ bool Rect3::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector
real_t box_begin=pos[i];
real_t box_end=box_begin+size[i];
real_t cmin,cmax;
float csign;
real_t csign;
if (seg_from < seg_to) {